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varx

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Everything posted by varx

  1. Start/stop in midair, teleport around and just explore the world without mechanics. I guess converting it into google earth, effectively. Is this possible, does it exist? Tried googling but I'm just getting marketing and pr stuff.
  2. Seconded. It's kind of cool to have to make decisions on the fly but I feel like I barely have enough time to even read the options.
  3. Just for the sake of completeness and posterity, it's confirmed that by removing a mod, saving, and reloading, you can remove longrunning infinite-loop scripts that would otherwise not be updated by simply installing a new version of the mod. In this way, scripts that would otherwise not immediately pick up pex updates can be fully updated. I'll bet the interaction of non-updated longrunning scripts and updated event scripts has caused a few hard-to-identify bugs for mod authors over the years.
  4. It turns out he was just running into a papyrus feature. http://www.creationkit.com/fallout4/index.php?title=Save_File_Notes_%28Papyrus%29#Adding_2 This does have some implications for long running scripts which are attached to the player character, for instance. I wonder what the workaround is in that situation. Tangential, but also on that page: This seems odd, since gamebryo games generally handle savegames with mods being removed quite well, and clearly a lot of work has gone into that since the Morrowind days.
  5. I've heard from another modder that as of 1.5, changes to pex scripts are no longer being picked up automatically as they were prior. Instead, they are being saved in your save file, and it does not look as if there is a way to force them to update. The guy who told me about it is convinced there is no way to force them to update, but that can't be true. Even if Bethesda ninja changed this behaviour in some way, it would be crazy if there wasn't a way for mod makers to force an update. Even if this is true, I expect the worst case scenario is that you would force an update by uninstalling a mod, saving, then reinstalling it, as that should clear any assets connected to the removed mod. If true, this should be pretty huge news for modders. Does anyone have information about it?
  6. Thanks for the clarification. What I was looking for was, for example, say I walked past a Diamond City Security Guard, and processed him once. I wanted to be able to determine whether I had processed him before, by comparing him to an array of everyone else who had been processed (that sounds bad, but that array would never have gotten very large). FormID as I understand, would be the same for all Diamond City Security Guards who are spawned from the same actor record (LvlDmndSecurity or something like that). As it is I was eventually able to find a much more elegant solution to my problem, so it's fine now.
  7. In papyrus, I have an array of actor objects. When I walk into an area, I want to be able to tell whether any of the actors in that area match my list. I have a script attached to each actor, with an OnCellLoad() event that fires for each one. The code is very simple then, I can iterate through my array comparing them to the actor that just fired the event. Except, I don't see how to make this comparison? Can I get an instance ID of some kind and use that? Is there some kind of object equivalence test I can use against each actor in the array that will match against the actor that is currently firing the event?
  8. Hey, perhaps this is a very obscure question and nobody knows the answer offhand. Does anyone know of somebody who might know the answer to this question? Is there a community resource that may help me find the answer myself? I'm new to modding. All I know about is the creation kit wiki and the only mention it makes about encounter zones is describing how to use them with the gui. The thing is, is since the function PlaceActorAtMe() takes an encounter zone as an argument it must be possible to get that object in a papyrus script. Something like Actor.GetCurrentEncounterZone() I would expect, but I looked through the actor script and nothing jumped out. Even if you don't know the answer, if you have any suggestions on how to find it, I'd appreciate that too.
  9. My mod, More Spawns Scripted, has an issue where cloned NPCs are scaling with the player. The function which creates the clones, self.PlaceActorAtMe(), takes an encounter zone as the third argument. I'm currently passing it "none" because I don't know how to get the encounter zone that the Actor is in, but pretty sure that passing in a proper encounter zone object will fix the level scaling, I looked through the functions in the Actor script and saw nothing germane. Does anyone know?
  10. Does anyone know how to do this? I'm left handed, and even some of the guns are made for left handers, so I'd like to have the guns all come from the left corner of the screen instead of the right. IIRC New Vegas had a bug where this just randomly happened from time to time so it might be a game setting somewhere.
  11. You're using THEIR mods, for free. You're not entitled to the so called "customer service". You're the squatter, they're the home owners. They let you stay for free, it's common sense that you're not supposed to go and complain when the AC stops working and demand them to fix it for you. I get the impression that for OP it's not so much about customer service (which was merely a choice of words) as simply wanting to be treated respectfully in his interactions with the mod author. Can't blame anyone for wanting that. But he loses me when he wants to punish said mod author. I dislike the entire concept of downvotes, because humans simply can't be trusted to wield them appropriately. They end up corralling people and undermining their creative expression. Sometimes this can be a good thing, people are less likely to be asses if there is any sort of personal cost to it, but more often than not it does more harm than good imo. Glad to hear such a feature will never be coming to nexus.
  12. Thanks a lot, that really helps. One thing I don't see is how to just delete the linked references altogether. Is there a delete function, do I set something to a null value, or..?
  13. No syntax I've tried has worked. seev(e, 'Linked References', ''); // Dialog "Linked References" can not be edited seev(e, 'Linked References', null); // FRUITLESSI can't even read them. // nope geev(e, 'XLKR\0\Keyword'); geev(e, 'Linked References\XLKR #0\Ref');I need to be able to check for the presence of Linked References, as well as be able to add them and, crucially, remove them from within my xEdit script.
  14. Yes, exactly. I'm looking for xEdit reference documentation, but if someone happens to already have a script for cloning records, that would work too.
  15. Are you perhaps talking about F4SE scripts? The scripts I'm talking about are interpreted by FO4Edit.exe, have a .pas file extension, and are used for generating records for esp files, not for running inside the game engine like papyrus.
  16. I have a mod I've begun working on in F4Edit. I found what I'm looking for in it, but unless I can add the ability to clone records and place them within the same mod, this is literally going to take me weeks of unbelievable tedium to finish. I see F4edit supports custom scripts. I don't know pascal but I should be able to handle it if I can find info about what kind of functions f4edit provides and info about how the scripts work. Looking at the other scripts, I should be able to accomplish what I need by creating a new custom script which does a deep copy of a record into the same mod it's already in, but with a new FormID. Does anyone know where I can find API reference documentation for these scripts? Or, if someone already has an object cloning script that I can just drop in, all the better.
  17. Auto Looting - automatically collect specific types of items when you walk near them, or at least when you view the container. Fallout 3, NV and Skyrim have these mods, so it's inevitable, but I wish it would come soon.
  18. Fallout 3, New Vegas, and Skytim all have great auto looting mods, so I assume it's inevitable. 4 made looting better with it's new container menu, but the game would still "flow" a lot better if I wasn't stopping every few seconds to scan through containers. During a firefight I would just walk over my kills, hear the item collection sound (maybe see notes in the corner of the screen) and carry on. Nice-to-have features: Define loot lists to let us choose to pick up all unmodded sturdy leather left arms, and all junk items with a weight/value ration of >10 if we wantAuto hack/lockpick if your skill is high enoughAuto pickup clutter objects from shelves if not ownedAuto steal if undetected(If possible): "auto sell" or "auto scrap" some types of items as you find them Is it possible to do something like this yet? Maybe it's blocked by the functions available in the script extender. It sure would be nice though.
  19. Whenever I try to decorate with clutter objects, I return later to find they have shifted or moved for no reason. I'd like to be able to take time decorating my hideouts without the possibility of a stray grenade undoing hours of manly work. Can someone make a mod to allow junk items from your inventory to be positioned and fixed in place in the gameworld?
  20. In response to post #30629155. #30633445 is also a reply to the same post. Same here.
  21. It kind of bugs me how, every iron sword you find out in the wild is exactly the same strength. Bandits and Forsworn clearly have access to forges, so they should occasionally upgrade their loot with superior stuff being common and legendary being extremely rare. Middling blacksmiths should even be able to find stuff better than they can make and this should apply to armor as well as weapons, and stuff from boxes as well as what people are wearing. Further, it would be kind of realistic if weapon quality gradually degraded with use. Any takers?
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